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check out Falkoners Google Page for info on deathcounts I cant count on music looping to be there but
you should have a place with 2 locations and blank terrain (no loc)1 should be on/other is off Trigger Description: Players: ¤ Any unused computer player Conditions: ¤ player 1 brings X unit to X location Actions: ¤ Set deathcount for X player to 1 ¤ Move X unit at X location to the middle of the switch ¤ Preserve Trigger Trigger null Players: ¤ Any player Conditions: ¤ Death Counts for X player is 1 Actions: ¤ Play .wav file for X player ¤ Preserve Trigger then if the player brings the unit to off set deathcounts back to 0 so it doesnt play is that how it works?(use DC's as switches?) ![]() ![]() ![]() ![]() ![]() ![]() |
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Write your own destiny, or else someone will write it for you!
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I don't understand what cheeze does there, but the easiest you can do is these 2 triggers:
(You will need only 1 location for the on/off switch and 1 DC for the delay to play the wav) When the player moves the civ out of location 'Music on' the current music loop plays until its end and won't start again as long as the player keeps the civ out of the location. Music counter: Human Players Conditions: Always Actions: Subtract 1 for deaths of 'Music DC' for Current Player Preserve Music on: Human Players Conditions: Current Player brings at least 1 civ to 'Music on' Current Player has suffered exactly 0 deaths of 'Music DC' Actions: Set deaths of 'Music DC' to 1613 for Current Player Play wav Preserve This post was edited 1 time, last edit by NudeRaider: Dec 25 2007, 4:45 am.
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